BS2S13 - Your business in Esports 01 Aug 2022 - 31 Aug 2028 | Version 1
Associated Module Information
| Module Code: | BS2S13 | ||
|---|---|---|---|
| Module Title: | Your business in Esports | ||
| Faculty: | Faculty of Business and Creative Industries | ||
| Faculty Group: | Games and Design | ||
| Faculty Sub Group: | Games | ||
| Module Leader: | Otilia Pasareti | ||
| Module Team: | Daniel Davies, Paul John, Emma Marshman | ||
| First Intended Intake: | SEP 2022 | Final Year of Intake: | 2027 |
| Date Closed: | |||
| Credit Value: | 20 | Credit Level: | 5 |
| Language: | English | ||
| Percentage of Module Taught in Welsh: | 0 | ||
| Equivalent Module: | |||
| HECOS codes: | 100078 - business and management | ||
| HECOS Code Weighting: | 100 | ||
Document Version Information
| Version | 1 |
|---|---|
| Valid From | 01 Aug 2022 |
| Valid To | 31 Aug 2028 |
Module Aims
This module covers:
• To utilise the business theory taught in year one through real-life examples
• To get learners to take part into business type conversations and develop their communication skills, business skills, negotiation skills, decision making process
• To encourage learners to develop a business plan with alternative solutions, justifications, and financial forecasting.
Content Summary
The aim of this module is to utilise the business theory related to business forms and types, marketing taught in the first year Business module.
In this module learners are given several real-life scenarios in which they have to run board meetings, creating forecasting and making decisions by going through a proper decision-making process.
They also have to demonstrate that they are able to create a viable business plan with all the aspects including executive summary, business demonstration, market research, SWOT analysis, sales strategies and financial plans.
Guest speakers including staff from other specialisms (business and enterprise) in the college will be brought in to deliver specific content to enhance the module experience.
Learning and Teaching Methods
| Activity Type | Hours |
|---|---|
| Lecture | 12 |
| Seminar | 13 |
| Tutorial | 1 |
| Independent Study | 90 |
| Directed Study | 64 |
| Groupwork | 10 |
| Problem / challenge based learning | 10 |
| Total Hours Selected | 200 |
Learning Outcomes
| # | Learning Outcome |
|---|---|
| LO1 | Discuss the entrepreneurial opportunities within the esports industry highlighting current trends. |
| LO2 | Document the development of a realistic business plan/pitch that tackles contemporary issues in the esports industry. |
Module Requisites
N/A
Assessment Criteria
| Assessment Category | Assessment Type | Description | Duration | Word Count | Weight (%) | Best of? | Pass Mark |
|---|---|---|---|---|---|---|---|
| Asynchronous Assessment | Student Choice 1 | Task1: Generating evidence of the discussions and decisions made during first few weeks. Task2: A business plan. | 0 | 4000 | 85 | No | 40 |
| Asynchronous Assessment | Presentation (Asynchronous) 1 | Individual presentation held to introduce a business plan and answer arising questions. | 10 | N/A | 15 | No | 40 |
Assessment Matrix
| Assessment Type | Learning Outcomes | ||
|---|---|---|---|
| LO1 | LO2 | ||
| Student Choice 1 | ✔ | ✔ | |
| Presentation (Asynchronous) 1 | ✔ | ✔ | |